From Exuberant Youth to Sustainable Maturity - DTI Home
From Exuberant Youth to Sustainable Maturity - DTI Home
From Exuberant Youth to Sustainable Maturity - DTI Home
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GAMES MARKET OVERVIEW<br />
• Console manufacturer: Manufacturers heavily<br />
subsidise the cost of the console hardware itself<br />
but charge a license fee for each unit of software<br />
sold. The console hardware is thus a loss leader<br />
for selling games. As a result, manufacturers<br />
spend very heavily every five years <strong>to</strong> promote<br />
their new console platforms (e.g. Microsoft has an<br />
estimated $500m budget <strong>to</strong> market the Xbox).<br />
Consequently, manufacturers control access <strong>to</strong><br />
their console platforms very closely through<br />
licensing developers and access <strong>to</strong> development<br />
<strong>to</strong>ols, approval of titles at concept and<br />
manufacturing stage and control of the<br />
manufacturing process.<br />
The console manufacturers also have in-house<br />
development and publishing arms which are able <strong>to</strong><br />
produce high production value games for their own<br />
platforms as flagship titles as license fee payments<br />
do not apply <strong>to</strong> them.<br />
2.2 Global market size<br />
The global leisure software industry has experienced<br />
rapid growth over the last five years and is now<br />
estimated <strong>to</strong> be worth c £13bn. Of this <strong>to</strong>tal, games<br />
software represents the majority of the market,<br />
approximately £10bn (the remainder is accounted for<br />
by educational, children's, reference, utility and home<br />
office software). The US is the largest leisure<br />
software market in the world, accounting for £4.5bn<br />
in 2000, followed by the European (£4.1bn) and<br />
Japanese (£2.4bn) markets.<br />
Exhibit 3: US, European and Japanese leisure<br />
software market, 2000 (£bn)<br />
12<br />
10<br />
8<br />
6<br />
4<br />
2<br />
0<br />
Total US,<br />
Europe and Japan<br />
US Europe Japan UK<br />
Source: Screen Digest – Interactive leisure software, market assessment and<br />
forecasts <strong>to</strong> 2005<br />
3 Source: Screen Digest - Interactive leisure software, market assessment and forecasts <strong>to</strong> 2005<br />
4 Source: Spectrum games industry forecasts<br />
5 Source: Spectrum games industry forecasts<br />
PC<br />
Console and handheld<br />
10 Competitiveness analysis of the UK games software sec<strong>to</strong>r Main report<br />
Worldwide, the console (as opposed <strong>to</strong> PC) games<br />
software market accounts for 68% of all leisure<br />
software sales. This varies regionally, console<br />
software represents only 55% of the European<br />
market but 94% in Japan. The console software<br />
market <strong>to</strong>tal includes software sales for handheld<br />
devices, which are estimated <strong>to</strong> represent 6-7% of<br />
US and European market, but closer <strong>to</strong> 25% of sales<br />
in Japan 3 . PC games software sales in Japan are<br />
low because the PC is very closely associated with<br />
the work environment, rather than a leisure device.<br />
The console software market is predicted <strong>to</strong> grow by<br />
15% CAGR (Compound Annual Growth Rate) 4 over<br />
the next five years both in terms of volume and value<br />
with the introduction of the new generation console<br />
devices. In contrast, whilst the PC games market is<br />
expected <strong>to</strong> continue <strong>to</strong> grow as strongly in volume<br />
terms over the next five years, downward pressure<br />
on retail prices is expected <strong>to</strong> significantly slow, if not<br />
halt, growth in the overall value of this market with<br />
only 6% CAGR 5 growth expected.<br />
Exhibit 4: PC and Console games software global<br />
market growth forecasts (£bn)<br />
16<br />
14<br />
12<br />
10<br />
8<br />
6<br />
4<br />
2<br />
0<br />
Console PC Console PC Console PC Console PC Console PC Console PC Console PC Console PC<br />
00<br />
Japan<br />
Europe<br />
USA<br />
01<br />
02<br />
03<br />
Source: Spectrum games industry forecasts<br />
The UK is the largest games software market in<br />
Europe and the third largest in the world. Valued at<br />
£0.93 billion in 2000, the UK represented 26% of the<br />
<strong>to</strong>tal European games software market, and 8.7% of<br />
the world market. This is compared <strong>to</strong> the US and<br />
Japan markets which represented 36% and 20% of<br />
the <strong>to</strong>tal market value respectively in 2000. This is<br />
due primarily <strong>to</strong> the significantly higher penetration of<br />
games consoles and larger populations in Japan and<br />
the US.<br />
04<br />
05<br />
06<br />
07